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Added more Derelict Cyborgs. #38159
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Added more Derelict Cyborgs. #38159
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RSI Diff Bot; head commit 4f693b5 merging into a8d6dbc Resources/Textures/Interface/Actions/actions_borg.rsi
Resources/Textures/Mobs/Silicon/chassis.rsi
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they look so cool! |
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Imagine the derelict appearing during nukies and gaving laws to help the crew. |
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Updated the names of two derelict borgs to fit with their non-derelict counterparts (Mining -> Salvage and Engineering -> Engineer) and also added a gentle unshaded layer to the engineering borg. Glows in the dark without being as bright or harsh as a regular unshaded layer. The technique here (https://github.com/space-wizards/space-station-14/pull/37869/files) was used to do it. |
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Didn't wanna add a derelict version for a borg if the non-derelict version isn't in regular gameplay. |
That and they are missing most of their unique modules and functionality lol |
Would that count for the partially implemented Xenoborgs? More considering they are intended to be fully implemented and are currently in active development. |
Xenoborgs =/= Cyborgs and I don't know much at all about them. I'm pretty sure they can't ever be Ion Stormed though so probably not fitting for Derelict Borgs. |
| map: ["light"] | ||
| visible: false | ||
| - type: BorgChassis | ||
| maxModules: 5 # the sixth one broke lol |
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Interesting...?
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I thought it was fitting and kind of funny when i wrote the .yml of the original derelict cyborg and it seems it has simply been kept for the other derelict cyborg variants.
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Though I like it as just flavor, due to it being a comment in the code, it can easily be misviewed as a bug. I’d rather you not include it, tbh
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If you are talking about not including the comment: Not having the comment can make it seem like an unintentional discrepancy with non-derelict cyborgs as those have 6.
If you are talking about removing some/all derelict cyborgs having less module slots than their regular counterparts, then i can kind of understand, although i don't believe it to be a problem.
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The comment should perhaps more be in the style of “one less module than normal, because it’s a derelict borg.”
As you can tell by Roomba’s reaction, the current comment can be misinterpreted
| movement: | ||
| state: medical_derelict | ||
| - type: BorgChassis | ||
| maxModules: 6 # usually 7, one broke ofc |
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Okay whats with the modules breaking?
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It was something the original generic derelict borg did and I just stuck to it. Fits for malfunctioning and damaged borgs that have been drifting in the void and getting beat up. Only one that doesn't follow the trend is the assault borg since they're already locked to just 3 modules.
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It is moreso a flavor thing, correct? There are no bugs?
| briefing: | ||
| text: ninja-role-greeting | ||
| color: Green | ||
| sound: /Audio/Misc/ninja_greeting.ogg |
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wouldn't reuse this for generic + greeting plays for only this borg
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left that one in by accident, was fiddling around with antag greetings
| components: | ||
| - type: StationEvent | ||
| weight: 2.5 | ||
| earliestStart: 15 |
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defenitely would roll this back a little bit later
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Yeah make this value a little later into the round. Some downstream servers even have antag grace periods longer than this
| weight: 2.5 | ||
| earliestStart: 15 | ||
| reoccurrenceDelay: 20 | ||
| minimumPlayers: 4 |
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min players 4 for a borg with a fully recharging C-20R is pretty nuts, I would bump it up to like 15 or 20
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I will bump up the player requirement to 15 but I want to keep the spawn time the same as the others. It's not nearly as severe a threat as a dragon/loneop/wizard and I think there's some really fun RP opportunities with a Derelict Assault Cyborg that deserve as much time as possible to grow.
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So after giving these a proper look through ingame: these look pretty dang solid, really appreciate the thought gone into making them unique and in theme too. I even really appreciate the wheels and hover animations actually work. My only real gripe is with the salvage borg: It's tough to tell that there's a left arm there in game. It all really blends together in an unfortunate way. |
Made an issue about that ( #38189 ), seems to be related to the cyborgtype stuff.
I'll message _miket and see about getting a new version with better arm detail. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
| components: | ||
| - type: StationEvent | ||
| weight: 2.5 | ||
| earliestStart: 15 |
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Yeah make this value a little later into the round. Some downstream servers even have antag grace periods longer than this
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Extended the Derelict Syndicate Assault Borg's spawn timer to 25 minutes from 15.
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Looks great, can't wait for this to be in the game.
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Oh sick been waiting on this for a while, grats on the merge! |
* Automatic changelog update * predict StackSystem GetVerbsEvent (space-wizards#39741) * More informative changeline devour armor text (space-wizards#39745) more informative armor text * Rebuilt Box Armory (space-wizards#39733) Rebuilt Box armory Signed-off-by: Nox38 <[email protected]> * Cleanup warnings: CS0414 (space-wizards#39748) * Cleanup * Fix * Cleanup: Un-hardcode reagents standout (space-wizards#39752) * Xenoborgs part 5 (space-wizards#37068) Co-authored-by: ArtisticRoomba <[email protected]> Co-authored-by: Quantum-cross <[email protected]> Co-authored-by: pathetic meowmeow <[email protected]> Co-authored-by: WarPigeon <[email protected]> * New Feature: Kitchen spike rework (space-wizards#38723) * Start * Wow, text * Ultra raw * More stuff * Wow, DOT and gibbing!!! * More stuff * More * Update * Yes * Almost there * Done? * I forgot * Update * Update * Update * Update * Update * Update * Update * Update * Update * Beck * Unhardcode * Automatic changelog update * Xenoborgs part 6 (space-wizards#39595) * EVENT BASED WEIGHTLESSNESS (space-wizards#37971) * Init Commit * Typos * Commit 2 * Save Interaction Test Mob from failing * ssss * Confident I've gotten all the correct prototypes * Whoops forgot to edit those * aaaaa * Better solution * Test fail fixes * Yaml fix * THE FINAL TEST FIX * Final fix(?) * whoops * Added a WeightlessnessChangedEvent * Check out this diff * Wait I'm dumb * Final optimization and don't duplicate code * Death to IsWeightless * File scoped namespaces * REVIEW * Fix test fails * FIX TEST FAILS REAL * A * Commit of doom * borgar * We don't need to specify on map init apparently * Fuck it * LOAD BEARING COMMENT --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Crawling Fixes Part 4: Can't crawl when weightless. (space-wizards#39099) * Init Commit * Typos * Commit 2 * Save Interaction Test Mob from failing * ssss * Confident I've gotten all the correct prototypes * Whoops forgot to edit those * aaaaa * Better solution * Test fail fixes * Yaml fix * THE FINAL TEST FIX * Final fix(?) * whoops * Added a WeightlessnessChangedEvent * Check out this diff * Wait I'm dumb * Final optimization and don't duplicate code * Death to IsWeightless * Moth directed targeted attack * A * Bugfixes and such * Grrr * Death * Cleanup * Cleanup 2 --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Viable Canesword (space-wizards#39586) * Buffed canesword damage to 16, cost to 3. Signed-off-by: Nox38 <[email protected]> * Increased sale price from 1 to 2 TC, increased damage from 16 to 17 to match cap saber. Signed-off-by: Nox38 <[email protected]> --------- Signed-off-by: Nox38 <[email protected]> * Automatic changelog update * Fix: Untoggle removed actions (space-wizards#39526) * Fix * Update Content.Shared/Actions/SharedActionsSystem.cs Co-authored-by: LaCumbiaDelCoronavirus <[email protected]> --------- Co-authored-by: LaCumbiaDelCoronavirus <[email protected]> * Fixing foam dart sprite in hands (space-wizards#39758) * fix performer's suit sprites (space-wizards#39722) * fix upload console (space-wizards#39756) * fix upload console * make it smaller * even smaller * revert last commit * Update --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * fix: don't do emergency shuttle stuff in lobby (space-wizards#38732) * Fix nuke disk getting lost when polymorphed holder is deleted (space-wizards#36058) * Delete original entity when polymorph is deleted * Switch to EntityTerminatingEvent * Add RevertOnDelete option to PolymorphPrototype * Fix error on server shutdown while polymorphed * Set RevertOnDelete to false by default * AsNullable * Revert "Set RevertOnDelete to false by default" This reverts commit 087c43f. * Use pattern matching instead of .Value * Prevent shoe buffs while crawling (space-wizards#39648) Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Cleanup subdermal implant code (space-wizards#39755) * Revert "Fix: Untoggle removed actions" (space-wizards#39776) Revert "Fix: Untoggle removed actions (space-wizards#39526)" This reverts commit e90fac1. * Remove BodyComponent check from MobPrice test (space-wizards#39786) * fix: spellbooks can have charges ≠ 3 (space-wizards#38769) * fix: spellbooks can have charges ≠ 3 * refactor: just make setting MaxCharges an api thing * refactor: don't auto-add LimitedCharges * Small stuff --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Fix tricky nades not emitting their sounds. (space-wizards#39792) * Moving Zombie Components to Shared (space-wizards#39791) * Moving Comps to Shared * Requested Changes * Automatic changelog update * cleanup changeling namespaces and prototypes (space-wizards#39794) * Impaired Mobility Disability (space-wizards#39398) * Implements mobility impairment * Implements mobility impairment * Implements mobility impairment * Removed white cane related stuff (impaired cane replacement and removed mobility aid component) * fix development.toml * Implements slower standing * Prevent speed stacking by checking if the entity is already holding a mobility aid * Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit * Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit * remove unused file * Shorten description * Apply suggestions Co-authored-by: Princess Cheeseballs <[email protected]> * Suggestion cleanup * formatting fix and removed extra datafield stuff * added comment, fixed slashes, yadda yadda * summary comments * removed a word * Add trait to clone whitelist * Fix clone.yml * my own review --------- Co-authored-by: Princess Cheeseballs <[email protected]> Co-authored-by: ScarKy0 <[email protected]> * Automatic changelog update * Added Hemophilia Trait (space-wizards#38224) Co-authored-by: ScarKy0 <[email protected]> Co-authored-by: slarticodefast <[email protected]> * Automatic changelog update * Cane Sword Priority Fix (space-wizards#39795) GOTTA GO FAST Co-authored-by: Princess Cheeseballs <[email protected]> * Predict Mind Roles (space-wizards#39611) * Fixed a typo involving the Space Lizard Plushie (space-wizards#39808) * Admin Log Browser Improvements (space-wizards#39130) * Automatic changelog update * predict morgue and crematorium (space-wizards#39293) * Recolor Mime and Musician job icons (space-wizards#39775) cherry pick from DinnerCalzone/icons Resprite Service job icons to match each other Co-authored-by: iaada <[email protected]> * Fix grenades not playing sounds when detonating (space-wizards#39815) fix grenade sounds * Automatic changelog update * Adds stencil lettering to the spraypainter (space-wizards#39701) * adds stencil lettering to the spraypainter * update decal IDs to match convention * Automatic changelog update * Fix texture sprite specifiers to RSI PNGs (space-wizards#39783) These aren't available when packaged anymore. * feat: add verb for smartfridge item insertion (space-wizards#39807) * Made moths less vulnerable to flames (space-wizards#39672) * Made moths less vulnerable to flames * Approval --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Invert HasMouthAvailable check (space-wizards#39834) * Automatic changelog update * Fix admin objects tab (space-wizards#39832) fix objects tab * Automatic changelog update * cleanup material doors (space-wizards#39851) * Added more Derelict Cyborgs. (space-wizards#38159) * Added more Derelict Borgs. * minor fix & salvage borg instead of mining borg name. * I LOVE CAPITALIZATION! * Fixed Derelict Engineer Cyborg name and added unshaded crystal layer. * Ordering fixes & other cleanup. * Updated Derelict Salvage Cyborg Sprites. * New Salvage borg sprites. * Updated module comments. * Update events.yml Extended the Derelict Syndicate Assault Borg's spawn timer to 25 minutes from 15. * Fix for new borg hands * Update events.yml --------- Co-authored-by: RedBookcase <[email protected]> * Automatic changelog update * Fix "multiple keys" issue in Textures/Objects/Specific/Medical.rsi (space-wizards#39861) Update meta.json * Inflatable Module (space-wizards#35100) Co-authored-by: ArtisticRoomba <[email protected]> Co-authored-by: PJB3005 <[email protected]> * Automatic changelog update * Fix electricity for Reagent Grinder at Marathon (space-wizards#39801) * Killed a resolve in ClientAdminManager (space-wizards#39863) took a resolve out back and shot it * Automatic changelog update * GameRuleOnTrigger (space-wizards#39845) * Gaming * commit --------- Co-authored-by: iaada <[email protected]> * Update Credits (space-wizards#39864) Co-authored-by: PJBot <[email protected]> * Cleanup of resolves and usings. (space-wizards#39865) * commit * commit * [Bugfix] Lizard smite fix (space-wizards#39842) Fix Co-authored-by: Princess Cheeseballs <[email protected]> * Changeling cleanup and bugfix (space-wizards#39843) * fixes and cleanup * key * Batchable lathe jobs, editable lathe job order (space-wizards#38624) * batchable lathe jobs, editable order * requested changes * LatheComponent comment, menu strings * Automatic changelog update * Moving FlammableComponent to Shared (space-wizards#39870) * Combine AdminFrozenSystem in shared. (space-wizards#39885) commit * [Bugfix] Fix topical self healing time multiplier not working (space-wizards#39883) * Commit * Fix 2 * Prettier --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Fixed pacified people using the laser carbine (space-wizards#39891) * Automatic changelog update * Fix Smile's hat displacement map (space-wizards#39824) Fix Smile's head displacement map * Automatic changelog update * Exo: Add atmos network monitor (space-wizards#39330) * Automatic changelog update * fix: Block EntityStorage from inserting into mechs (space-wizards#37942) This additionally moves the hard-coded check for HandsComp that previously did this, and moves it into an event which now both HandsSystem and MechSystem subscribe to. * Automatic changelog update * Syndicate locks are now selectable (space-wizards#39532) * Syndicate locks are now selectable * Minor tweaks * Make not syndicate themed * Address refview * review --------- Co-authored-by: slarticodefast <[email protected]> * Automatic changelog update * tool lock * Option to disable Crawling in Cvar (space-wizards#39739) * Remove the dynamic game mode from player votes (space-wizards#39902) disable * Automatic changelog update * Prevented Engiborgs from picking up AI lawboards (space-wizards#39730) Update borg_modules.yml * Automatic changelog update * Fix chameleon backpacks not being able to be opened when locked (space-wizards#39784) * Fix chameleon backpacks not being able to be opened when locked * rename --------- Co-authored-by: slarticodefast <[email protected]> * Automatic changelog update * Make Modular Grenades with Chemical payload respect their trigger delay (space-wizards#39905) * adds `KeysIn` data field to `ChemicalPayloadComponent` And check when handling chemical payloads that a trigger key exists. * Update Content.Server/Payload/EntitySystems/PayloadSystem.cs --------- Co-authored-by: slarticodefast <[email protected]> * Automatic changelog update * Wizard can no longer teleport to arrivals (space-wizards#39901) * Fixed pacified people using the laser carbine * Fix wizards being able to teleport to arrivals * Removed spaces that we causing fails * Made using the in game map editor this time * Automatic changelog update * Clipboards added to autolathe (and other folder changes) (space-wizards#37705) * Added plastic clipboards; added plastic clipboards to the PTech machine; added clipboards & plastic clipboards to the autolathe * Fixed plastic clipboard inhand sprites; added and implemented 'empty' clipboard prototypes * Cleaned up code for empty clipboards; removed BoxFolderBaseEmpty since now it's redundant * Extensive folder cleanup * Bugfixed random folder spawns * Reduced amount of paper in CrateServiceBureaucracy * Medical folder sprite rename * BaseTraitorSocialObjective sprite fix * Added office paper to bureaucracy crate * First pass at addressing recent review * Second pass at addressing recent review * Fix of weird migration.yml error * whoops, forgot to undo the rename to folder-white.png in the last few commits * whoops, didn't commit that last commit properly * whoops, forgot to undo this reordering * Automatic changelog update * [Bugfix] Fix Cross Grid Magboots (space-wizards#39910) * Augh * Remove that * ViewVariables property so it can be debugged at the very least. * Remove --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Fixes Diona rooting not working since event based weightlessness refactor (space-wizards#39893) * Fixes Diona rooting not working since event based weightlessness refactor Caused by space-wizards#37971 * pr comments * Re-anchorable structures (space-wizards#39542) * Initial commit * Reverted reinvention of an existing feature... * Fixed two missed entries * Added extra examine check * AI core and high security doors visuals snap to always face south * Automatic changelog update * exo decor update (space-wizards#39896) * im monky * ime monky 2 * changes listed on github --------- Co-authored-by: SlamBamActionman <[email protected]> * Add test of disposal unit throw-insert behavior (space-wizards#39479) * Add test of disposal unit throw-insert behavior * Remove initially-empty check * [Bugfix] Generators can now be weightless. (space-wizards#39787) FIX Co-authored-by: Princess Cheeseballs <[email protected]> * [Cleanup] Remove FellDownEvent (space-wizards#39762) * Remove * Better description maybe --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Reagents now drop when dispensers are deconstructed (space-wizards#39676) * Reagents now drop when dispensers are deconstructed * Updated containers to include beakerSlot types * Update Resources/Prototypes/Entities/Structures/Dispensers/base_structuredispensers.yml --------- Co-authored-by: slarticodefast <[email protected]> * Automatic changelog update * fix: monoify card_drag, card_tube_bonk (space-wizards#39511) Also move an attribution to the right directory. * New Feature: Symptoms of radiation poisoning (space-wizards#39805) * New Feature * Cleanup * Bump threshold * Update * Update * Single change * Me when I forgor the yaml --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Revert "Added button and manager for in game bug reports (Part 1)" (space-wizards#39872) Revert "Added button and manager for in game bug reports (Part 1) (space-wizards#35350)" This reverts commit a8d6dbc. * Fix audio mispredict when quick inserting (space-wizards#39930) surprising Co-authored-by: iaada <[email protected]> * Automatic changelog update * Improved cardboard-weapon descriptions (space-wizards#39927) * Automatic changelog update * fix bagel mapped containers missing (space-wizards#38933) Revert "remove actions" This reverts commit b887697 * Major Relic Update (space-wizards#39215) * goodbye cargo. you dont exist at all. no more cargo. * Med, atmos * relic is going to prison * i changed some stuff * i changed some more stuff * substantial completion for engineering * substantial completion for medical * substantial completion, atmos * substantial completion, shuttles * hallway lighting improvements * substantial completion, prison station * honestly i think this looks better * prison station electrical, spawn adjustments * prison shuttle now flyable * substantial completion, science * substantial completion, oldstation * minor accuracy adjustments * minor corrections, finishing touches * minor adjustments and fixes * electrical fix, canon camera names * signage adjustments * network fixes * more inaccuracies fixed * fixed atmos and medkit issues * arrivals shuttle flies forward * adjustments * adjustments * adjustments * deltaP adjustments * invalid configurators removed * Automatic changelog update * box station: tweak hop office (space-wizards#39779) * fix box station hop office * fax machine above hop chair * paper bin, folder, stamps * fix table uid * Updated Aseprite Tools (space-wizards#39358) Modified aesprite tools * Amber Station - Added Late Join and Pressure Update (space-wizards#39943) Added relief valve to amber * Marathon - Pressure Update (space-wizards#39955) * Pressure update for marathon * Fixed an issue * Automatic changelog update * Automatic changelog update * Box Station - Pressure Update (space-wizards#39954) * Modified the burn chamber * Fixed a couple things * Automatic changelog update * Bagel Station - Pressure Update (space-wizards#39945) redid the whole atmos * Automatic changelog update * Remove a default Cyborg name (space-wizards#39948) * 1984 clanker * Fix prototype * Stop Sentience Event targeting Zombified Creatures (space-wizards#39950) * Strip Target From Zed * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Update RandomSentienceRule.cs * Automatic changelog update * Sentry turrets - Part 7: Electronics and construction graphs (space-wizards#35236) * Initial commit * Fixing merge conflict * Updated for deployment * Whitespace fixes * Linter fixes * Test fail fix * Fixed test failure * Add separate command circuitboards * Addressed review comments * Small Status Effect Cleanup (space-wizards#39944) Heroic Co-authored-by: Princess Cheeseballs <[email protected]> * Add SnoutCover appearance layer (space-wizards#39949) * init * cover * Fixed changelog error (space-wizards#39971) * Don't network ZombifyOnDeathComponent and ZombieImmuneComponent (space-wizards#39963) no networking * Don't network ZombifyOnDeathComponent and ZombieImmuneComponent (space-wizards#39963) no networking * [STAGING] 1984 Derelict Syndicate Borgs (space-wizards#39978) 1984 Co-authored-by: Princess Cheeseballs <[email protected]> * [STAGING] 1984 Derelict Syndicate Borgs (space-wizards#39978) 1984 Co-authored-by: Princess Cheeseballs <[email protected]> * Fix forensic scanner leaking fingerprints onto the scanning object if you use the verb (space-wizards#39964) Update ForensicScannerSystem.cs * Automatic changelog update * Scurrets - can wear pet bags, mail bags and spears (space-wizards#38774) * Scurrets - can wear pet bags, mail bags and spears * a * Resolve PR comments * Automatic changelog update * Messy drinker immunity and cleanup (space-wizards#39989) init * SharedKitchenSpikeSystem bugfixes (space-wizards#39959) * Fixes * Update * Update * Stop derelict borgs from duplicating their ghost roles. (space-wizards#39992) Add reregister to derelict borgs * Automatic changelog update * Clown bags squeak when inserting items (space-wizards#39931) squeak! Co-authored-by: iaada <[email protected]> * Automatic changelog update * Bagel AI Turrets + Camera Coverage (space-wizards#39968) * Automatic changelog update * Marathon AI Turrets + Camera Coverage (space-wizards#39969) * Automatic changelog update * Nullable messydrinker tag (space-wizards#40002) init * Update Credits (space-wizards#40005) Co-authored-by: PJBot <[email protected]> * Removed unused asset from devmap (space-wizards#39974) * Fix latejoinspawner on Elkridge (space-wizards#40010) * Fix latejoinspawner on Exo (space-wizards#40011) * Fix latejoin spawner on Plasma (space-wizards#40012) * Migrate all mechs to PartAssembly and remove legacy MechAssemblySystem (space-wizards#39027) * Removed the old MechAssembly system and component. Converted all mechs to use the unified PartAssembly system. Removed dismantling mechs during assembly logic to simplify the code. * Delete Chassis via migration * Automatic changelog update * Revert "Admin Log Browser Improvements (space-wizards#39130)" This reverts commit f67cebf. Per request of @Kowlin and @southbridge-fur Check out space-wizards#39960 for further information * improve spawnpoint error logging (space-wizards#40021) * TriggerOnMeleeHit and more (space-wizards#39826) Co-authored-by: iaada <[email protected]> Co-authored-by: slarticodefast <[email protected]> * Terminal Hotfix (space-wizards#40027) * Resave terminal.yml * Fix airlock * Fix docstring typo starts -> stops (space-wizards#40031) * set slot priority to 4 * Automatic changelog update * Predict InjectorSystem (space-wizards#39976) * predict injectors * hide verbs if no options * Automatic changelog update * Fix incorrect bullet & cartridge names (space-wizards#39993) * Fix conflicting names * zero zeroes * Texture Scaling for clothing (space-wizards#39714) scale * Lizard Tails Can Be Hidden By Clothing (space-wizards#40026) Taken from @TiniestShark's PR. * Fixed Corpsman Name (finally) (space-wizards#40055) Fixed Corpsman name (finally) Signed-off-by: Nox38 <[email protected]> * Event Shuttle Fixes (space-wizards#40059) * Automatic changelog update * Update 4 visitor shuttles & nanomed inventories (space-wizards#39718) * Automatic changelog update * Fix radiation vomit for dead mobs (space-wizards#40020) * Fix Radiation Vomit for dead mobs * Update Content.Server/Destructible/Thresholds/Behaviors/VomitBehavior.cs Co-authored-by: lzk <[email protected]> * Fix Radiation Vomit for dead mobs * Fix Radiation Vomit system for dead mobs * refactors * Adding mobStateSystem for validation * refactor * Unrelated cleanup --------- Co-authored-by: lzk <[email protected]> Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Remove empty `drink-component.ftl` file (space-wizards#40064) Probably had to be removed in space-wizards#39031 * Add myself to Codeowners for Stunnable and Nutrition (space-wizards#40061) * I probably should do this * Can't cut it up that easy cause of the events. Guess I'm just subscribed to all nutrition stuff ;_; --------- Co-authored-by: Princess Cheeseballs <[email protected]> * prevent double-mapping lights (space-wizards#39939) works? * Adds a secHUD to the noir-tech glasses (space-wizards#39859) * Adds a SecHUD to the noir-tech glasses * Adds a Security HUD to the noir-tech glasses * Revert "Adds a Security HUD to the noir-tech glasses" This reverts commit 68d7b9b. * Adds a security HUD to the noir-tech glasses * Automatic changelog update * Fix benchmark (space-wizards#40039) * Make git hooks work in git worktrees (space-wizards#40038) Make hooks work in worktrees and cleanup hooks * Localize, cleanup, and LEC round control commands. (space-wizards#38812) * commit-progress * commit * Add CVar for disabling loadout item role timers (space-wizards#36775) * Don't show item dropping popup when wielding. (space-wizards#40032) silence * Trimmed Sentience Targets from Corgis Smile and Cockroaches (space-wizards#39810) * Update animals.yml * Update pets.yml * Removed Sentience Target from corgi * Update random-sentience.ftl * Obliterated Scurret from .ftl * Automatic changelog update * Updated inspector description to reflect functionality (space-wizards#40072) update inspector desc. Co-authored-by: Quasr <[email protected]> * Helm + Mask Displacements for Reptilians (and some unique helmets) (space-wizards#39351) * Liz displacements + unique helms * small fix * Couple of small fixes * Reptilian tail sprites for hard/softsuits (space-wizards#35842) * Reptilian helmets and tail sprites for hard/softsuits (and a few others)! * Removed the new fins from helmets. * don't know how the caustic resistances got doubled? oops * Update pirate helm sprites for lizards * fixin errors * ugh * softsuit updates * okay maybe this works now * Corgi fixes. Boy it sure would be nice to not have to do this again. * please work * Helmets removed, will be done in another PR. * missed a few. * evil punctuation killed * scream * Re-parented clothingvisuals. * Suits modified with tails * oops chaplain tail was misnamed * a * one more time * Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml * Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml * Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml * Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml * Update Resources/Prototypes/Entities/Clothing/OuterClothing/bio.yml * Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml * Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml * oops chaplain lost their suit * Small fix * roll back unrelated fix --------- Co-authored-by: Errant <[email protected]> * Automatic changelog update * Some more vox customization (space-wizards#39083) * Added docked and spiked tails, added talisman for vox * Tail Talisman ftl * adjusts talisman to be its own tail to avoid having to deal with other tails at all * vox tail stuff * Added amputated tail (courtesy of flareguy) and split tail * adds TODO regarding marking conditionals * rsi run check pls stop screaming at me * Shelving the talisman for later, keeping the sprites around * Add RSI credits * Remove unnecessary files * renamed amputated to vestigial * Automatic changelog update * Add inhand sprites to Cartons and Cups, give new inhands to Cans. (space-wizards#39814) * Added inhand sprites to cans, cartons and cups. * small tweak * Burger Inhands (space-wizards#39894) burger is in your hands * Adjust bureaucratic error to prevent only passenger being available (space-wizards#40001) Fire all the interns * Cleanup AddPolymorphActionCommand and LEC conversion. (space-wizards#38853) commit * Automatic changelog update * Automatic changelog update * Use a fixed amount of decimal points in gas analyzer window (space-wizards#40081) This prevents the volume and temperature labels from changing width when the value lands on integer values, making the text easier to read. Co-authored-by: opl <[email protected]> * Berry Delight recipe edit (space-wizards#40085) berry delight change * Automatic changelog update * Don't enqueue construction events without validation (space-wizards#39869) * Remove unused combat-equipped-helmet (space-wizards#40095) Remove unused combat-equipped-helmet and combat-equipped-helmet-dog * Atmos Delta-Pressure Window Shattering (space-wizards#39238) This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure. * Automatic changelog update * Give inflatable walls the DeltaPressure component (space-wizards#40098) give inflatable walls the deltapressure component * Automatic changelog update * Add heat distortion shader for hot gases (space-wizards#39107) * Automatic changelog update * Fix QM Golden Knuckledusters not being a objective (space-wizards#40096) test * Automatic changelog update * Telepad Label Fix (space-wizards#39975) Fixed telapad order labels showing wrong account * Automatic changelog update * Fool players with decoy presets (space-wizards#40053) * added secret gamepresets * cut down on alias * remove all secret presets * change the command to allow for a secret argument * update test * moved the secret argument after the number of rounds argument * added completions * localization and use of CompletionHelper.Booleans * command now has a option for a decoy preset * fixed decoy message in the end * ops * clean up * hint 2 * improve localization --------- Co-authored-by: Errant <[email protected]> * Automatic changelog update * Fix: Ability to open AHelp in the lobby by pressing the hotkey (space-wizards#39525) * Fix * Update * Add 2.25 second delay to scurret petting (space-wizards#40097) Add 2.25 second delay to scurret petting rate * Automatic changelog update * Stop packaging `Resources/ServerInfo` and `Resources/Changelog` on the server (space-wizards#39897) * Stop packaging `Resources/ServerInfo` This is only used by the client, it is unneccery to pack into the server. Plus it keeps getting people to think that just editing the server resources will modify the guidebook even though that needs a custom dev enviroment. * Add credits too * Package win-arm64 and osx-arm64 servers (space-wizards#40113) * Improve Gas Yaml Serialization (space-wizards#40070) * Make yaml gas serialization cleaner * fix exception * fix validation code * rudimentary test & permissive loading * change it a bit * Test fixes and adjustments * Organize JobIconPrototype yml (space-wizards#39774) grouped Co-authored-by: iaada <[email protected]> * Dynamic anomaly scanner texture (space-wizards#37585) * Automatic changelog update * Reuse lathe queue instead of redrawing (space-wizards#39886) * init * init * PUSH!!! * // * Me when the when the me when the * review --------- Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Skip MapImages folder in packaging (space-wizards#38928) * Can't crawl over counters (space-wizards#40099) Counters and Tables separation Co-authored-by: Princess Cheeseballs <[email protected]> * Automatic changelog update * Fixes Theobromine missing from Iced Coffee (space-wizards#40063) adding ice to coffee no longer removes its theobromine * Automatic changelog update * Fix xenoborg action icons (space-wizards#40118) commit Co-authored-by: iaada <[email protected]> --------- Signed-off-by: Nox38 <[email protected]> Co-authored-by: PJBot <[email protected]> Co-authored-by: MarkerWicker <[email protected]> Co-authored-by: IProduceWidgets <[email protected]> Co-authored-by: Nox <[email protected]> Co-authored-by: B_Kirill <[email protected]> Co-authored-by: Winkarst-cpu <[email protected]> Co-authored-by: Samuka-C <[email protected]> Co-authored-by: ArtisticRoomba <[email protected]> Co-authored-by: Quantum-cross <[email protected]> Co-authored-by: pathetic meowmeow <[email protected]> Co-authored-by: WarPigeon <[email protected]> Co-authored-by: Princess Cheeseballs <[email protected]> Co-authored-by: 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<!-- Guidelines: https://docs.spacestation14.io/en/getting-started/pr-guideline --> <!-- NOTE: All code submitted to this repository is ALWAYS licensed under the AGPL-3.0-or-later license. The REUSE Specification headers or separate .license files indicate a secondary license (e.g., MPL or MIT) solely to facilitate integration for projects that do not use the AGPL license. This secondary license does not replace the fact that AGPL-3.0-or-later remains the primary and binding license. Uncomment and modify the following line if you wish to change the license from the default of AGPL.--> <!--- LICENSE: AGPL --> ## About the PR <!-- What did you change? --> Ported: space-wizards/space-station-14#38159 - credit to @RedBookcase Adds a midround free agent/antagonist - the Derelict Cyborg available in various flavours. ## Why / Balance <!-- Discuss how this would affect game balance or explain why it was changed. Link any relevant discussions or issues. --> We have a lack of antagonists, this is a more RP friendly one. How do the crew deal with borgs that have corrupted laws? Do they build a new chassis for the borg, or are the laws able to be worked around? ## Technical details <!-- Summary of code changes for easier review. --> Mother of all ports ## Media <!-- Attach media if the PR makes ingame changes (clothing, items, features, etc). Small fixes/refactors are exempt. Media may be used in SS14 progress reports with credit. --> <img width="1287" height="1167" alt="452813185-fb0fef00-be0a-48de-9058-cc12af9a6233" src="https://github.com/user-attachments/assets/d7959fdb-b917-4f68-ac10-24e0ce267b3a" /> ## Requirements <!-- Confirm the following by placing an X in the brackets [X]: --> - [X] I have read and am following the [Pull Request and Changelog Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html). - [X] I have added media to this PR or it does not require an ingame showcase. - [X] I have tested any changes or additions. - [X] I can confirm this PR contains no AI-generated content, and did not use any AI-generated content. <!-- You should understand that not following the above may get your PR closed at maintainer’s discretion --> ## Breaking changes <!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be posted in #codebase-changes. --> N/A? **Changelog** <!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay. Make sure to read the guidelines and take this Changelog template out of the comment block in order for it to show up. Changelog must have a 🆑 symbol, so the bot recognizes the changes and adds them to the game's changelog. --> 🆑 Jakumba - add: Derelict Cyborg midround antagonists --------- Co-authored-by: RedBookcase <[email protected]> Co-authored-by: RedBookcase <[email protected]>









About the PR
(Idea & all new Derelict Borg sprites by _miket on Discord!)
Adds new Derelict Engineer, Janitor, Miner, Medical, and Assault Cyborg ghost roles, complete with new sprites and unique modules for the Derelict Syndicate Assault Cyborg.
Why / Balance
Derelict Cyborgs are a very fun and cool ghost role and expanding them to include specialized borg chassis makes them more interesting and fun!
Balance-wise: The Derelict Engineer, Janitor, Miner, and Medical Cyborgs start with all the standard modules a regular version of their chassis would have, plus the Tool and Thruster modules given to the Generic Derelict Cyborg to facilitate them getting to the station.
The Derelict Syndicate Assault Cyborg is more unique, and has new Esword and c20-r ROW modules. These are less powerful than the Desword and L6C ROW modules to emphasize this being an older model of Assault Cyborg. They still have their regular Agent Module with Emag, Access Breaker, etc. They do not have a Tool or Thruster module as they are intended to navigate to the station using their free movement in space, c20-r, and nuke disk pinpointer, because that just seems cooler!
The Derelict Assault Cyborg is still a Syndicate Cyborg, and as such does not have any access to the station. They must rely on either other Crew/Borgs to get around or resort to using their Access Breaker or Esword to move about!
The Derelict Assault Cyborg is not protected from Ion Storms or tampering like the regular Assault Cyborg and has scrambled laws like any other derelict. See below for fun examples!
Technical details
Mostly RSI and yml changes. Please double check events.yml for me - i've put in a sub-table for the derelict cyborg roles to prevent cluttering up the main antagonist table but even after checking it with some maints i'm not sure if the weights are working correctly.
Other important change - previously the Syndicate Assault Cyborg had access to speak into the Binary channel, but due to an oversight could not actually hear any messages in the Binary channel. I fixed this so that both the regular Syndicate Assault Cyborg and the Derelict version can listen to and speak in the Binary channel. This isn't a balance issue - Nukies already have access to binary channel encrypters for a whopping 1 TC, so this doesn't represent any change in power for them given they're buying a 65 TC Assault Cyborg.
Media
DerelictNukie.mp4
Requirements
Breaking changes
Previously the Assault Borg's double-esword module was named
BorgModuleEsword. That ID is now used by the new regular esword module, and the Double Esword is now theBorgModuleDoubleEsword.Changelog
🆑 _miket, RedBookcase